The action in the party game Stringamajig is part drawing and part charades with a string. Each player is given 60 seconds to draw a shape with a loop of string, move it around, and interact with it, trying to help other players guess that word, then as many other words as possible in the time allotted.
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nOn a player’s turn, they draw the top card of the deck, with each card showing four numbered objects or phrases; the top card of the deck will show 1-4 numbers, and those numbers indicate which objects the drawer can choose to depict with the string.
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nWhen the drawer is ready, they flip the sand timer, grab the string, and start “drawing” — but they can interact with that drawing to help others guess the object, such as strumming a guitar, moving the tentacles on an octopus, or twirling the rotors on a helicopter. The drawer can’t make any noise, and part of the string has to remain touching the table while they animate their drawing. Otherwise, the drawer can get crazy with it.
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nThe other players call out their ideas, and when a player guesses the word correctly, they receive the card, then the drawer quickly moves on to their next drawing. When time is up, the drawer scores 1 point for each word that was guessed correctly, and each player scores 1 point for each correct guess they made.
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nThe game contains three types of challenge words that are harder to draw, but worth 2 points if guessed:
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- 2-Player: Make the drawing in the air with another player.
- Don’t Look: Draw with your eyes closed.
- Forbidden Word: Guessing a certain word costs a card.
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nAfter everyone has had two turns as the drawer (or one turn in a game with seven or more players), the game ends, and the player with the most points wins.
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4–10 Players
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20 Minutes to Play
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Age: 13+
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